// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "PickUp_Item_Base.generated.h"

UCLASS()
class RPG_CPP_API APickUp_Item_Base : public AActor
{
	GENERATED_BODY()

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "StaticMesh", meta = (AllowPrivateAccess = "true"))
	class UStaticMeshComponent *StaticMeshComponent;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "ParticleSystem", meta = (AllowPrivateAccess = "true"))
	class UParticleSystemComponent *ParticleSystemComponent;
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Box", meta = (AllowPrivateAccess = "true"))
	class UBoxComponent* BoxComponent;
public:
	// Sets default values for this actor's properties
	APickUp_Item_Base();
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Value", meta = (AllowPrivateAccess = "true"))
	int32 money;
protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;
	UFUNCTION()
		void OnOverLap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);
};
